- 25 Aug, 2008 40 commits
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
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Stefan Dösinger authored
This is done by LoadLocation now.
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Stefan Dösinger authored
If we're heading out of the pixelshader handler early, and a pixel shader is in use, the pixel shader may not be compiled. The vertex shader handler then checks if the pixel shader is dirty, and calls the shader backend to apply the shader if it isn't. Thus, in the case of GLSL, the shader code could attempt to link an uncompiled shader into the program. This isn't much of a problem because when the fog is applied, the pixel shader is compiled and the program re-linked.
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Stefan Dösinger authored
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Markus Hitter authored
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Chris Robinson authored
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David Adam authored
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Alexandre Julliard authored
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Alexandre Julliard authored
configure: Use the generic directory enabling mechanism to turn off dlls that depend on external libraries.
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Alexandre Julliard authored
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Alexandre Julliard authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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James Hawkins authored
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Jacek Caban authored
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Jacek Caban authored
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Paul Vriens authored
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Paul Vriens authored
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Henri Verbeet authored
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Henri Verbeet authored
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Henri Verbeet authored
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Alexander Nicolaysen Sørnes authored
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Alexander Nicolaysen Sørnes authored
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Alexander Nicolaysen Sørnes authored
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Alexander Nicolaysen Sørnes authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Nikolay Sivov authored
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Piotr Caban authored
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Chris Robinson authored
GL_RGBA doesn't gaurantee an internal storage depth, which can cause the test to fail if it's stored with less than 8 bits of precision. Some nVidia drivers would actually store with 4 bits of precision.
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